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5th Edition and Cormyr: Flexing My Idea Muscle and Thinking Out Loud
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<blockquote data-quote="Jeremy E Grenemyer" data-source="post: 7529476" data-attributes="member: 12388"><p><strong>XGtE Magic Item Backstories set in Cormyr. Item the Seventh: Charlatan’s Die</strong></p><p></p><p>Xanathar gambles to win: <em>Charlatan’s Die</em>, from Xanathar’s Guide to Everything, p.136.</p><p></p><p>• A test for apprentice clerics (aka: underpriests) of Tymora: keep on their person for a year one die crafted to obey their will.</p><p></p><p>• The lure of gambling is a strong one. Games of chance are played in Cormyr just like everywhere else in the Realms. Tymora is called upon, sometimes, by gamblers.</p><p></p><p>• Temptation creeps up on young clerics equipped with the means to affect the outcome of games that award coins aplenty to the winner. Gambling houses are frequented by underpriests as much as anyone else in Cormyr, but not all underpriests make such visits while dressed in their priestly garb.</p><p></p><p>• Senior priests (“overpriests”) and wise old Cormyrean gamblers are no stranger to each other in Arabel, where the former has long partnered with the later to entice apprentice clerics to set aside the tenants of their faith. </p><p></p><p>• Senior priests are alerted by means of their magic when a <em>Charlatan’s Die</em> is used by one of the underpriests in their care. </p><p></p><p>• Underpriests that fail such tests find themselves subject to confrontation, then chance. </p><p></p><p>• First, they are stripped of their holy symbol. Then their winnings are confiscated and the soon-to-be-punished cleric is made to choose one coin from his or her ill-gotten gains.</p><p></p><p>• Second, the coin is flipped by the overpriest. If the coin lands with the face of Cormyr’s ruling monarch up, the underpriest is made to perform one month of hard labor, plus a number of days equal to the number of physical coins won, but never more than three months. This work is done in and around the Lady’s House, or in Arabel proper by joining Crown work gangs for the day. </p><p></p><p>• If the coin lands with the face of “Old Vangey” up, then the underpriest is made to undergo solitary confinement for eight hours a day, and is otherwise confined to the temple for the duration (same number of days as above). </p><p></p><p>• Regardless of punishment, the underpriest is made to keep their <em>Charlatan’s Die</em> in a simple pouch strung around their neck for the duration.</p><p></p><p>• Should they invoke the power of the die while under punishment, they are expelled forever from the Lady’s House in Arabel. </p><p></p><p>• As one might expect, there are <em>Charlatan’s Dice</em> circulating in Cormyr. Overpriests sometimes cast spells that alert them whenever the magical properties of a lost <em>Charlatan's Die</em> is activated (provided the overpriest helped to craft that specific magic item). They also know spells that allow them to know where each die was last used.</p></blockquote><p></p>
[QUOTE="Jeremy E Grenemyer, post: 7529476, member: 12388"] [b]XGtE Magic Item Backstories set in Cormyr. Item the Seventh: Charlatan’s Die[/b] Xanathar gambles to win: [i]Charlatan’s Die[/i], from Xanathar’s Guide to Everything, p.136. • A test for apprentice clerics (aka: underpriests) of Tymora: keep on their person for a year one die crafted to obey their will. • The lure of gambling is a strong one. Games of chance are played in Cormyr just like everywhere else in the Realms. Tymora is called upon, sometimes, by gamblers. • Temptation creeps up on young clerics equipped with the means to affect the outcome of games that award coins aplenty to the winner. Gambling houses are frequented by underpriests as much as anyone else in Cormyr, but not all underpriests make such visits while dressed in their priestly garb. • Senior priests (“overpriests”) and wise old Cormyrean gamblers are no stranger to each other in Arabel, where the former has long partnered with the later to entice apprentice clerics to set aside the tenants of their faith. • Senior priests are alerted by means of their magic when a [i]Charlatan’s Die[/i] is used by one of the underpriests in their care. • Underpriests that fail such tests find themselves subject to confrontation, then chance. • First, they are stripped of their holy symbol. Then their winnings are confiscated and the soon-to-be-punished cleric is made to choose one coin from his or her ill-gotten gains. • Second, the coin is flipped by the overpriest. If the coin lands with the face of Cormyr’s ruling monarch up, the underpriest is made to perform one month of hard labor, plus a number of days equal to the number of physical coins won, but never more than three months. This work is done in and around the Lady’s House, or in Arabel proper by joining Crown work gangs for the day. • If the coin lands with the face of “Old Vangey” up, then the underpriest is made to undergo solitary confinement for eight hours a day, and is otherwise confined to the temple for the duration (same number of days as above). • Regardless of punishment, the underpriest is made to keep their [i]Charlatan’s Die[/i] in a simple pouch strung around their neck for the duration. • Should they invoke the power of the die while under punishment, they are expelled forever from the Lady’s House in Arabel. • As one might expect, there are [i]Charlatan’s Dice[/i] circulating in Cormyr. Overpriests sometimes cast spells that alert them whenever the magical properties of a lost [i]Charlatan's Die[/i] is activated (provided the overpriest helped to craft that specific magic item). They also know spells that allow them to know where each die was last used. [/QUOTE]
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